I don't find any profession more difficult to play than the others. Some are more work for the same or lesser result- pass on that. It's just sloppy design in some cases; Engineer or Thief, for example.

Ah, know, I agree that some classes seemed like more work for the same result - but I found thief really easy, whereas mesmer was like swimming fully clothed...and tied to a shopping cart.

I think some people are missing the point. It's not a matter of every class doing everything the same or everyone being as good at everything as everyone else at all times.

The issue is one class being "harder" or "easier" than another when doing the same thing. Mercenary in SWTOR is a good example. Painfully easy to play while other ranged classes had a lot more complexity to their gameplay relative to the Merc. I could literally close my eyes and spam a single key and kill people in PvP with a Merc while other ranged classes actually had to manage some mechanics and pay attention to do well.

That's just sloppy design, and the answer isn't to make other classes stronger than the Merc as a reward for their more complex play, because that's lazy and sloppy, too.

Yes you should . This game is really well balanced (considering it's in beta) in PvP, and no profession is that much harder or easier to play in PvP, dodge gives a lot of depth to the combat that even the simpliest build becomes complex against a good opponent. So go with the profession you enjoy most, but don't get fooled with the "Every profession can perform anything equally" because that's just not true (and the game would be extremely boring if it was).

Ah, know, I agree that some classes seemed like more work for the same result - but I found thief really easy, whereas mesmer was like swimming fully clothed...and tied to a shopping cart.

It seemed like a lot to get good results out of a Thief. I played one as melee in xAC with Sword/Dagger and Dagger/Pistol. Pistol/Pistol for a few fights. Wasn't really worth it as initiative is very easy to burn in high mobility situations. I also felt at the time like the trait lines promoted a lot of split builds; 15/25 and so on.

In sPVP they fared far better. Though not so much in general PVE. Just too soft, too ineffectual for that environment.

I ve heard that after level 20 melee classes are more difficult cause you can really die in 2 shots from mobs. While range classes have somewhat easier time..although didn't test it myself, just heard from people in beta

The trick of selling a PvP-MMO is creating the illusion among gankers that they are respectable fighters while protecting them from respectable fights, as their less skilled half would be massacred and quit instead of “HTFU” as they claim.

I ve heard that after level 20 melee classes are more difficult cause you can really die in 2 shots from mobs. While range classes have somewhat easier time..although didn't test it myself, just heard from people in beta

A little bit of an exaggeration. Only mobs that would two shot me were the Champions and they often had a tell on their big hits so it was always my fault if they killed me in those hits.

Biggest issue I see for thiefs is not enough condition removal. Otherwise I quite like them.

Thieves have a swanky heal that is like Warrior's mending, iirc. I really enjoy the melee on the Thief. Pistol/Dagger was really good too if you set up #6.

I feel like some of the openers for Thieves should cost less. May be a bit of legacy design in that an Assassin could be totally stumped if he missed his opener in GW1. And the high int cost is more along the lines of following the idea that missing an open should ruin your day. So to speak.

In any case, it was just a lot for so-so output. Pistol/Pistol while fun, was pretty bad. Dagger all the way!

A little bit of an exaggeration. Only mobs that would two shot me were the Champions and they often had a tell on their big hits so it was always my fault if they killed me in those hits.

Nice thanks for clear this out cause I am gonna play a thief at the start :P

The trick of selling a PvP-MMO is creating the illusion among gankers that they are respectable fighters while protecting them from respectable fights, as their less skilled half would be massacred and quit instead of “HTFU” as they claim.

Thieves have a swanky heal that is like Warrior's mending, iirc. I really enjoy the melee on the Thief. Pistol/Dagger was really good too if you set up #6.

I feel like some of the openers for Thieves should cost less. May be a bit of legacy design in that an Assassin could be totally stumped if he missed his opener in GW1. And the high int cost is more along the lines of following the idea that missing an open should ruin your day. So to speak.

In any case, it was just a lot for so-so output. Pistol/Pistol while fun, was pretty bad. Dagger all the way!

Considering how hard in general a thief can hit a risk vs reward is needed

When I compare Engineers to Druids it's because they have an immense number of tools which they can't all use at the same time, and need to specialize to really be good (and from what I hear, Engineers aren't even that good...).

Retired Holy PriestAs a rule, I try to act on the internet as I would in real life. If I have offended you, feel free to point it out. Unless I meant to offend you, I will probably apologize.

When I compare Engineers to Druids it's because they have an immense number of tools which they can't all use at the same time, and need to specialize to really be good (and from what I hear, Engineers aren't even that good...).

Again, feels more like Shaman. :P

I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.

If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.

This is again an assessment I can't agree with I don't find Guardians particularly complex (Mesmer with its shatters and clone management is WAY more complex), in contrast, properly playing an Elementalist is IMHO rather challenging due to the attunement switching.

You dont have to agree with it, Anet have stated thats how they designed it.

Engineer has a build that is actually very strong ranged (burst-)damage with the Rifle. It is however difficult to play, because you have to combo some stuff together, quite hard in PvP. But easier in PvE because mobs are dumber (well... sometimes)

It relies on specific traits, and the Toolkit, mostly for the Throw Wrench toolbelt ability. So your ranged attack is firing a rifle, discharging static electric blasts and throwing your Wrench.

Duno if itll be viable when it goes live, you never know what gets changed.

I really want to play a Thief, but I suck at it. It's a tough prof that is quite unforgiving, and I find the point system it uses to be a bother.
So I've gotten fond of the Guardian. Tough survivor and team player. Great for soloing tough stuff too. Or maybe I'm just good, I don't know I have no point of reference

I think thief is a misnomer. Sure it can steal, but honestly, it's more like a combat assassin than anything. You're all about sneaking up and KILLING people, and stealing is simply a means to that. Getting your head around than actually makes it make more sense as a class.